We start by creating a 'table' in which the map will be held. Just like building a home, this table serves as the "foundation" of the map. This table is built to have a set restriction on the width of the map, as a workaround for constraining the proportions of the actual maps in different browsers. The following code can get you started.

{| width=???px style="background-color:#000000"
|

Here, a simple equation is used to determine the width of the table (the ???):

y = 59x + 8

Where y is the final outcome, and x is the number of tiles in a horizontal row of the map. Substitute in the value of x, and input the value of y in place of the ???.

Next you'll want to start the actual map of the realm. Sticking with the home metaphor, you'll always want to lay down the framework before you put up the walls. Here you'll make sure you have enough squares in the map to hold the entire realm. You can start with the following code, placed in the next line after the bounding box:

Again, here this depends on how many tiles are in a horizontal row. For each tile in that row, you need an individual "|| width=55px|" which you can copy and paste into the same line. In this example, the map will be 6 tiles wide. Next you'll want to start making the actual rows of tiles, with the following code:

Each line after the first indicates a tile in the horizontal row, the first, top row being the first tile starting from the left, and going to the right. Since my map is six tiles wide, there are six lines. Additional tiles can be added at the bottom if the map is larger. For now, you can leave it blank, as you'll need to copy and paste this section for the number of rows the map might have, or how "tall" the map is. You'll then want to end the page with:

|}
|}

Those two lines close both the bounding box as well as the map itself so that content can be added at the end of the page without being smushed into the map.

Now that you've got the width and height of the map covered, you can start to fill in the blanks. In each line, there is a "class" this is the class of the tile, meaning what kind of tile this particular one is. Say, for example, the tile is a block of grass, named "Some Grass", you would have it say:

| class="grass" | Some Grass (x,y)

Where x and y are the coordinates of the tile. The class of the tile indicates how the tile will look, as in what the background color and text color is. There are classes for nearly every single common tile type in the game:

Replace <Place Name> with the name of the location you are mapping out.
This creates a table that contains the map you just created, and the world map key, as well as a section that includes "Areas of Note" which are particular tiles that might be of interest to players in the game, such as locations of portals, headquarters of guilds, or the location of a significant event that occurred in-game, or within the lore of the realm.

If this map is part of a larger realm (such as the main realm) you can add the Compass template with the following code:

{{:World Map/Compass
|NW=
|N=
|NE=
|W=
|E=
|SW=
|S=
|SE=
}}

Here you can define which areas are in a particular direction from the current map. If an area does not exist, simply define it as ???, and the compass template with work it's magic.